Sector();
~Sector();
- /// create new sector
- static Sector *create(const std::string& name, size_t width, size_t height);
/// read sector from lisp file
void parse(LispReader& reader);
void parse_old_format(LispReader& reader);
/// adds a gameobject
void add_object(GameObject* object);
+ void set_name(const std::string& name)
+ { this->name = name; }
const std::string& get_name() const
{ return name; }
case (or not). */
void collision_handler();
- void add_score(const Vector& pos, int s);
-
bool add_bullet(const Vector& pos, float xm, Direction dir);
bool add_smoke_cloud(const Vector& pos);
- bool add_particles(const Vector& epicenter, int min_angle, int max_angle,
- const Vector& initial_velocity, const Vector& acceleration, int number,
- Color color, int size, int life_time, int drawing_layer);
void add_floating_text(const Vector& pos, const std::string& text);
- /** Flip the all the sector vertically. The purpose of this is to let
- player to play the same level in a different way :) */
- void do_vertical_flip();
-
/** @evil@ but can#t always be avoided in current design... */
static Sector* current()
{ return _current; }
void collision_object(MovingObject* object1, MovingObject* object2);
void load_music();
- GameObject* parseObject(const std::string& name, LispReader& reader);
+ GameObject* parse_object(const std::string& name, LispReader& reader);
static Sector* _current;
// some special objects, where we need direct access
Player* player;
TileMap* solids;
- Background* background;
Camera* camera;
private:
GameObjects gameobjects;
private:
+ void fix_old_tiles();
+
/// container for newly created objects, they'll be added in Sector::action
GameObjects gameobjects_new;